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UMG 3D widget navigation not working in build

I'm struggling with my the navigation not working in build for 3D widgets when using the thumbsticks, D-pad and arrow key buttons (keyboard) while they DO work in the editor.

I have the focus brush enabled and I can see one of the buttons successfully highlighted/focused, I can use spacebar or A on the gamepad to click the currently selected button, but navigating to other buttons does NOT work.

The setup is an actor with a widget component (space set to World) and a widget blueprint that I tried out has a layout of button widgets across the screen. One of the buttons is chosen as target for the SetKeyboardFocus and SetUserFocus nodes, as i start interaction with this actor. I have tried all input modes (UI only, game only, game and UI), tried it with ShowMouseCursor on and off. And yes, I am connecting a Player Controller reference to these nodes.

I am really rattling my brain over what the difference is between in-editor and a build, but it seems as if the navigation is not build correctly in builds (dev/shipping).

Product Version: UE 4.22
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asked Jul 12 '19 at 03:25 PM in Blueprint Scripting

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Rashura
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I found a solution to the issue:

  1. Use 'explicit' widget references instead of depending on the auto-generated navigation.

  2. Or use 'Custom' in situations where you need to switch on blueprint/code logic, to change navigation between widgets like in menu's that change based on whether there is a save game or if certain progress is unlocked.

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answered Jul 22 '19 at 03:06 PM

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Rashura
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